No, these are just source files for BG. If you want to try LoC 1.1 with Ragnarok/new caravan, it tried to make one for sauruz in the caravan thread. I'm not sure i did it right tho, because there are 2 dameengine.dbr files that come with Ragnarok + the 1 from LoC for a total of 3. Not sure what LoC's gameengine contains or which one to use :/. New gamengine from xpack2 maybe, but this is just my guess.

So I downloaded a copy of the msvcr110d.dll and dropped it in teh same directory as the DeCompiler.

Worked a treat!

Annnnnnd...it's done decompiling.

AWESOME!!!!

Thank you!! <3<3<3

EDIT: Okay, I have a new problem with the new maps....they don't show up in the editor. I looked at the teaser bit near the cliffs past Tegea and the new cave and Ragnarok Harpies are down there so the newly decompiled map worked great. All the new levels are in their XPack2 directory.

But I don't know how to set up the directory structure in the mod, I tried dropping the world01.sd and world01.wrl in the source/levels directory which is what worked in the past. So I tried dropping them in the XPack2 directory and referencing that when I fire up the editor and nada.

So this is going to take some time to sleuth out how to get the editor to see the new levels.

@Bumbleguppy Sorry about that! I shouldn't have posted the Debug version. I've attached the Release version. If possible, please move or rename the msvcr110d.dll file and try this version. That should remove the necessity for debug DLL. I'm glad it worked out for you. If you run across any other tools that give you grief and I can get access to the source, I should be able to fix any issues.

No worries, I get the same error with my archived old version. This latest version is another improvement! Good work!

One of these days I will post a guide to adding the game map to a mod, I've done it so many times now I actually have a little confidence in it.

I spent today recreating Pirate Cove before Megara and placing the naiad proxies and karkinos proxies on the beach. It doesn't seem like much, but it's very time consuming if you want it just right.

I'm frustrated with the behavior of the zombie proxies near Tegea, I double and triple checked everything and it's just a fizzle spawn of a dozen or so. And the killable guards don't spawn. It's always something

Yep. I have removed potion drops from all vanilla and xpack monsters, haven't got to xpack2 monsters yet. Reduced potion drop from treasure tables to like 10% of vanilla. No vendor will sell potions except as a one-off like scrolls.

Party potions are out and you can buy scrolls of healing (rarely). I think that I will add scrolls to treasure tables as a rare drop too.

So yeah, healers will be peppered across the world.

EDIT: Interesting and frustrating new bug. The PSEditor no longer points to the My Games/Titan Quest/Working/Source directory to open an effect file. So I am using the disc version of PSEditor just so I can load existing effect files at all.

BG, just want to check with you. The IT version of the mod is on kirmiziperfect so do we need to add a section in the IT mods for LoC - same as is in AE? If we do I can lift out the various mastery changes you did for it and put them there so any potential new IT LoC players can view them.

Just finished the Naiad mini-boss sand bar area and Davy Jones. But TBH, I am using stair tiles near Davy and they knit into the game map mesh in a finicky way that screws with pathing, so I may end up redoing it, haven't tested right now.